Fallout 2 Savegame Editor

It is because some files from items.lst do not exist. Now any pro file less than 56 byte will be ignored.
New version is uploaded.
 
New version.

What's new:
- Added HEX editor.
- Stats auto correction for perks which change stats only when they are chosen in-game.
- New algorithm for loading *.sav files.
- Possibility to create/delete items in inventory. (Fallout can't load savegame with some manually created items. I recommend make backup before or use delete button after.)
- Possibility to switch 'ghost mode'. (Thanks to Kanhef)
 
Thank you, Vad. :)

F2se was wonderful already, but I updated links on the guide pages for your new version anyway.
 
vad said:
New version.

What's new:
- Added HEX editor.
- Stats auto correction for perks which change stats only when they are chosen in-game.
- New algorithm for loading *.sav files.
- Possibility to create/delete items in inventory. (Fallout can't load savegame with some manually created items. I recommend make backup before or use delete button after.)
- Possibility to switch 'ghost mode'. (Thanks to Kanhef)
it gives me error:
error.jpg


If I run this existing saved games.
If I run from other folder and through option I set fall2 folder it gives same error and showed saved slot but can not do anything in main window, becuase of next error window appear.

Version this exe file from 01.01.2009 with size=998400 worked OK! Change perk and item - all ok.

P.S. I use Megamod 2.34 - russian version.
 
Works fine for me, I've tried it both with RP and Megamod 2,34.
Maybe it's something to do with the Russian version only?
 
I just read that Fallout2 High Resolution Patch affects save.dat. Do you use this patch?
 
vad said:
I just read that Fallout2 High Resolution Patch affects save.dat. Do you use this patch?
yep - I massively test it - because Mr. Fixit crush after High-res is activated.
So - maybe I have saved game WITH High-res is enabled.But - I use
same saved files on two my machine - so High-Res is not are reason (I think and 99% sure).
 
Available alpha version for Fallout 1.

That probably works:
- GVARS
- Inventory
- Stats
- Skills
- Tag skills
- Perks
- Kills count

I test editor only at the beginning of game. So I need someone to test it through all game. (With party, in combat, etc) If something doesn’t work, send savegame on my e-mail, but use 1.3.5 patch from TeamX or I may be not able to open your savegame.

Differences of save.dat format from Fallout 2:
- Function #2 and #4 size = 0x04 * NG + 1
- Function #6 size = 0x174
- Function #7 size = 0x3C
- Function #10 size = 0
- Function #12 size = 0
- There are no traits after Function #14 and I don’t know where they are.
So I load the rest of file as Function #15.
 
vad said:
I test editor only at the beginning of game. So I need someone to test it through all game. (With party, in combat, etc) If something doesn’t work, send savegame on my e-mail, but use 1.3.5 patch from TeamX or I may be not able to open your savegame.
Thanks for making this alpha build, vad. :D
It works good so far (including inventory editing & adding items). I tested it on 1.2 / 1.2.1 RC / 1.3.5 games, all from the beginning to Junktown and I got Ian in my team.
I'll keep playing to see if there's any problem.
 
I'm using this in conjunction with Fallout RP V1.2 and when I change the character stats, they revert after moving to another location from one town to the next.

Is there a solution to this?
 
AFAIR engine reverts base value for some stats(max HP, max AP…). Try to change bonus values.
 
The base values of almost everything are calculated from primary (SPECIAL) stats, so it's necessary to change the bonus values instead.
 
vad said:
AFAIR engine reverts base value for some stats(max HP, max AP…). Try to change bonus values.

Kanhef said:
The base values of almost everything are calculated from primary (SPECIAL) stats, so it's necessary to change the bonus values instead.

Yes, I tinkered around with it and sure enough it worked.

Thanks a lot, fellas :)
 
Hi there. I just got started using this editor. I'm wondering if I force starting with F2e and then completing the "Break the Wright's Still" quest will affect New Reno's ending?

I made the mistake of doing the SAD Quest first before it. *Facepalm*
 
Back
Top